All posts related to V2
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By tom
#310226
3dtrialpractice wrote:tom on your glass renders you just posted .. you say its a IBL only lite scen yes? can you just show a smal thumb of the imb you use..( i wonder if its 1 area light/softbox style or has illumination from all 360)
Image

Rusteberg, the car is so beautiful indeed. I just think the tire rubber could be a bit better. Something more rough maybe...
User avatar
By tom
#310249
This scene is from Maximus3D and it's not Thomas' method but liquid inside glass with tiny gap. Of course, it's not the desired setup but it was the scene I have, so.. :)
#310250
ok thanks, because Thomas' method can't work in this case with this kind of material isn't it (with a sss teinted glass) ? the Thomas method can only works with clear dielectric material without any colour..?
#310254
tom wrote:In that case, I'd leave the top open...
you'd have a not-closed opaque glass body.
does that not matter, that it's not closed?
User avatar
By tom
#310258
mashium123 wrote:
tom wrote:In that case, I'd leave the top open...
you'd have a not-closed opaque glass body.
does that not matter, that it's not closed?
Refraction-wise, yes it does matter. Ideally, you need to make it multi-mat having a top made of glass in same Nd with the rest. Here's a quick test... as you say there's a problem but still not that bad.
ImageImage
Michael Betke wrote:Sorry to sound like a beginner but what's an "IMB"?? A HDR image? Searching or IMB in the manual didn't gave any results.
Michael, it was his mistake. He wanted to say IBL (Image Based Lighting) and yes, it means a HDR Image. Manual page 28.
#310261
That new image is also looking very good! :shock: it must have required hours and hours of rendering to look that noisefree :)
Btw, do you need a better version of that scene ? perhaps one which is modeled after Thomas's method ? let me know and i'll sort it out and send you a new scene.

/ Max
#310266
tom wrote:
mashium123 wrote:
tom wrote:In that case, I'd leave the top open...
you'd have a not-closed opaque glass body.
does that not matter, that it's not closed?
... Ideally, you need to make it multi-mat having a top made of glass in same Nd with the rest ...
so, that would be one single closed object with a multimaterial, that is opaque on one and clear glass on the other hand (minimally right above the top surface of the liquid), both with an nd of let's say 1.51. this would give me correct results refractionwise, right?

what if i'd seperate the top surface of that closed glass and make it an own object? without changing any vertices' postition, while fulfilling the material premisses, you mentioned.
i'd have the same positions for all vertices as before... only 2 seperate objects. one surface object, clear glass with nd=1.51 and and one "rest-body", opaque, nd=1.51.
would that also work?

what i need to seperate for my understanding: is it the closed-volume-context (as in sss-topics), or is it the use of a continuesly same index of refraction, which is important to get correct results?

i hope, i was able to make my question clear enough. thx for your help, tom.
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render engines and Maxwell

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